Trigger Happy
Fig. 13. Tomb Raider 3: the third-person perspective—we watch Lara watching her surroundings (here, an imaginary London wharf) ( and ™ 1998 Core Design Limited; all rights reserved)
Brave new worlds
This brief history of the construction of space in videogames has suggested two things. One is that videogames have to some degree repeated histories of representation in art, on jittery,
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